CURRENT RELEASE: 1.6

General Mar0 discussion has been moved to this subforum!
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Mari0Maker
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Post » 13 Jul 2013, 03:33

Shoot a fireball when you duck with a hat, and this happens.
Image
Although I doubt anyone will really care about this bug.

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4matsy
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Post » 13 Jul 2013, 05:49

A nasty lil' bug that hit me a few times recently, when I was attempting the Lost Levels' 8-4's overhang jump room's annoying jump down to its exit pipe as a joystick-controlled player 2 (I had set up player 1 to use the keyboard and mouse, and players 2 through 4 to use joysticks):

If you are using a joystick and big, and you do a ducking jump into a pit in multiplayer, then when you respawn, you won't be able to walk or run left or right; you must either jump or use portals to gain speed horizontally, until the next level or sublevel is loaded.

Can be seen at 52:11 or so near the end of this video.

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Sky
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Post » 13 Aug 2013, 08:55

Pressing right in a level fewer than 25 blocks wide breaks the level, and pressing left again fixes it. If said level has custom tiles, the game will crash on the first step.
...yes, I know how silly that sounds.

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creeper1919
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Post » 14 Aug 2013, 00:18

Quote wrote:Chaining Sonic Rainbooms isn't possible.
no its possible with knockback 1-2_2 portal on the tube and across the room and then use knockback

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BobTheLawyer
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Post » 18 Aug 2013, 14:54

If you turn on bullet speed and slow your game down, your game will stay slowed down.
Including if you go to the editor, which also causes the cheat to turn off, so you can't speed back up

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Automatik
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Post » 18 Aug 2013, 15:12

BobTheLawyer wrote:If you turn on bullet speed and slow your game down, your game will stay slowed down.
Including if you go to the editor, which also causes the cheat to turn off, so you can't speed back up
Also, it stay slowed down when you quit the mappack, or when you go to the next level.(levelscreen that take 100 hours, yay)

Maurice
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Post » 19 Aug 2013, 14:56

Well then, don't do that.

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Automatik
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Post » 19 Aug 2013, 16:34

Maurice wrote:Well then, don't do that.
Is it fixed in SE?

Camewel
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Post » 19 Aug 2013, 20:43

Why would it be fixed it's a good feature being able to do everything REEEEAAAALLLLYYY SLLLLOOOOWWWWLLLYYYY you know I like that feature.

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Qwerbey
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Post » 22 Aug 2013, 21:34

If you put the Mario start point entity in a [?] block, this happens:
Image

Maurice
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Post » 24 Aug 2013, 00:07

That's a new one, I'll take a look at it.

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Mari0Maker
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Post » 24 Aug 2013, 23:31

Graphical glitch.
When I was playing the Mario Christmas mappack, I was Fire Mario, running at top speed on this platform on the first level, and when I died, this happened.
http://i.imgur.com/HHLWsRf.png

EDIT: This also happens with Big Mario, but not small Mario.

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Qwerbey
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Post » 24 Aug 2013, 23:49

I think that's what happens when you die as big or fire Mario. It just looks for where the death sprite would be if it were small Mario. I've seen the same thing.
Image

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Mari0Maker
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Post » 11 Sep 2013, 04:10

When Mario jumps on a Faith Plate, the set color of background shows even if you have a custom background.
The same thing happens with custom tiles when they have transparency.
Image

EDIT:
Another bug.


EDIT 2:

Another bug. Again.
If you have volume turned off, you start a mappack, pause, and turn the volume back on, it doesn't play the music.
*This may only apply with custom music, or if you exit the game with volume turned off.

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Superjustinbros
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Post » 11 Sep 2013, 15:45

QwertymanO07 wrote:I think that's what happens when you die as big or fire Mario. It just looks for where the death sprite would be if it were small Mario. I've seen the same thing.
Image
I believe these deaths are the result of being killed by two lasers at the same time. I actually got them quite often in this one mappack (which was the one I used to show off the "squashing Spinies with Cubes" graphical bug).

BobbyJones
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Post » 14 Feb 2016, 07:22

So us over at the love forum update Mari0 1.6 and ported it to 0.10.0 and have it running in web. I do have a question though. Is Mari0 SE better than 1.6?

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Qwerbey
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Post » 14 Feb 2016, 08:40

Yes.

It crashes a bit more, but it's still better.

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Technochips
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Post » 14 Feb 2016, 14:30

BobbyJones wrote:So us over at the love forum update Mari0 1.6 and ported it to 0.10.0 and have it running in web. I do have a question though. Is Mari0 SE better than 1.6?
yes
very

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TurretBot
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Post » 14 Feb 2016, 16:47

QwertymanO07 wrote:It crashes a bit more, but it's still better.
The community "patches" fix up all the bugs. Except when it crashes because you suck at json.

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EdragonPro
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Post » 03 Jan 2019, 17:28

Can you make 1.7 version of mari0
ideas:
editor - add height (yes i know its in marioSE but there is too many crash)
enemy - fire flower (ideas got from mario forever) , grey Spiny (spiny but cannot killed by fireball),Boo, bowser but you need jump on his head 3 time to kill him
- lava (we have lava but is background block)
- water block
more maps in DLC

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Qwerbey
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Post » 03 Jan 2019, 19:34

SE is 1.7.

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masterminer176
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Post » 03 Jan 2019, 19:51

EdragonPro wrote:Can you make 1.7 version of mari0...marioSE but there is too many crash...
There is actually a community made fix for Special Edition which fixes many of the bugs, as well as add new content!
It's entirely made from the base SE and editions made by anyone on the Github (you too, if you are willing/capable to help). I'll pop some links down under for you to peruse, the only problem is that you will need a Love executable, which I'll also link you.

viewtopic.php?f=13&t=4565&hilit=community+edition The forum page for CE
https://github.com/Mari0-CE/Mari0-Community-Edition The github for CE
https://bitbucket.org/rude/love/downloads/ The downloads for various versions of the LOVE executable (11.0+ reccomended)

I highly recommend getting this version of SE, if you're into/curious about it.

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TurretBot
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Post » 04 Jan 2019, 06:27

just use alesan;s entities

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